Shader Development – Creating custom shader for Unity/iOS (CG), and also next gen (HLSL).

Unity Game Development – C# programming, iOS development.

_all images in this portfolio are from real time engines, either screen grabbed from an xbox devkit, or print-screen’ed directly from the Unreal/Unity Editor viewport. There are no renders, or post processing (except for the watermark)_

_personal stuff

Worked on a wide range of projects within a small team, ranging from environment art, technical art, tool support, and programming.

Notable work includes creating several new levels from scratch, and overhauling existing levels, involving the entire level creation process. Creating new shaders and atmospheric effects. New art tools to improve workflow and support for the other artists, including in game viewers, and b ackend database/external tools. Optimization and bug fixing of game code, specifically resource management and memory use.

Working in a range of areas within the UI team, primarily involved in creating UI technology incorporated in 3D environments, but also in other areas where my skills are required. Actionscript work in setting up elements, flash artwork and animation, 3D models, and custom shader development.

Principle artist on the ‘Eagle Falls’ golf environment shown on stage and playable at E3 2011.

Responsible for full development cycle, from initial block out and iteration with Design, through modelling, texturing, lighting, effects, to final polish. Defined many of the technical details and ‘look’ that is used as the benchmark for the rest of the golf course.

Technical UI work for the ‘party mode’ section, including creating the actionscript functionality for the menus, as well as the final artwork and skinning.

Worked on various aspects of the Frontend UI, including modelling and texturing of front end stadium and assets, actionscript for building the flash/scaleform assets and integrating them into game code, supporting other flash artists to ensure their work is acceptable and efficient for the game engine.

Responsible for entire creation process for the Spiral Mountain background.

Starting from the original N64 model, iterating on the design to allow space for vehicle gameplay and adding in the expanded play area. Modeling, textures and shaders for the environment, setting up havok on interactive elements, lighting and atmospherics, and final polish and bugs.